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forked from 0ad/0ad
0ad/source/graphics/SkeletonAnimDef.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

151 lines
4.8 KiB
C++

/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Raw description of a skeleton animation
*/
#include "precompiled.h"
#include "SkeletonAnimDef.h"
#include "maths/MathUtil.h"
#include "maths/Matrix3D.h"
#include "ps/CStr.h"
#include "ps/CLogger.h"
#include "ps/FileIo.h"
namespace
{
// Start IDs at 1 to leave 0 as a special value.
u32 g_NextSkeletonDefUID = 1;
}
///////////////////////////////////////////////////////////////////////////////////////////
// CSkeletonAnimDef constructor
CSkeletonAnimDef::CSkeletonAnimDef() : m_FrameTime(0), m_NumKeys(0), m_NumFrames(0)
{
m_UID = g_NextSkeletonDefUID++;
// Log a warning if we ever overflow. Should that not result from a bug, bumping to u64 ought to suffice.
if (g_NextSkeletonDefUID == 0)
{
// Reset to 1.
g_NextSkeletonDefUID++;
LOGWARNING("CSkeletonAnimDef unique ID overflowed to 0 - model-animation bounds may be incorrect.");
}
}
///////////////////////////////////////////////////////////////////////////////////////////
// CSkeletonAnimDef destructor
CSkeletonAnimDef::~CSkeletonAnimDef()
{
}
///////////////////////////////////////////////////////////////////////////////////////////
// BuildBoneMatrices: build matrices for all bones at the given time (in MS) in this
// animation
void CSkeletonAnimDef::BuildBoneMatrices(float time, CMatrix3D* matrices, bool loop) const
{
float fstartframe = time/m_FrameTime;
size_t startframe = (size_t)(int)(time/m_FrameTime);
float deltatime = fstartframe-startframe;
startframe %= m_NumFrames;
size_t endframe = startframe + 1;
endframe %= m_NumFrames;
if (!loop && endframe == 0)
{
// This might be something like a death animation, and interpolating
// between the final frame and the initial frame is wrong, because they're
// totally different. So if we've looped around to endframe==0, just display
// the animation's final frame with no interpolation.
for (size_t i = 0; i < m_NumKeys; i++)
{
const Key& key = GetKey(startframe, i);
matrices[i].SetIdentity();
matrices[i].Rotate(key.m_Rotation);
matrices[i].Translate(key.m_Translation);
}
}
else
{
for (size_t i = 0; i < m_NumKeys; i++)
{
const Key& startkey = GetKey(startframe, i);
const Key& endkey = GetKey(endframe, i);
CVector3D trans = Interpolate(startkey.m_Translation, endkey.m_Translation, deltatime);
// TODO: is slerp the best thing to use here?
CQuaternion rot;
rot.Slerp(startkey.m_Rotation, endkey.m_Rotation, deltatime);
rot.ToMatrix(matrices[i]);
matrices[i].Translate(trans);
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////
// Load: try to load the anim from given file; return a new anim if successful
std::unique_ptr<CSkeletonAnimDef> CSkeletonAnimDef::Load(const VfsPath& filename)
{
CFileUnpacker unpacker;
unpacker.Read(filename,"PSSA");
// check version
if (unpacker.GetVersion()<FILE_READ_VERSION) {
throw PSERROR_File_InvalidVersion();
}
// unpack the data
auto anim = std::make_unique<CSkeletonAnimDef>();
try {
CStr name; // unused - just here to maintain compatibility with the animation files
unpacker.UnpackString(name);
unpacker.UnpackRaw(&anim->m_FrameTime,sizeof(anim->m_FrameTime));
anim->m_NumKeys = unpacker.UnpackSize();
anim->m_NumFrames = unpacker.UnpackSize();
anim->m_Keys.resize(anim->m_NumKeys*anim->m_NumFrames);
unpacker.UnpackRaw(anim->m_Keys.data(), anim->m_Keys.size() * sizeof(decltype(anim->m_Keys)::value_type));
} catch (PSERROR_File&) {
anim.reset();
throw;
}
return anim;
}
///////////////////////////////////////////////////////////////////////////////////////////
// Save: try to save anim to file
void CSkeletonAnimDef::Save(const VfsPath& pathname, const CSkeletonAnimDef& anim)
{
CFilePacker packer(FILE_VERSION, "PSSA");
// pack up all the data
packer.PackString("");
packer.PackRaw(&anim.m_FrameTime,sizeof(anim.m_FrameTime));
const size_t numKeys = anim.m_NumKeys;
packer.PackSize(numKeys);
const size_t numFrames = anim.m_NumFrames;
packer.PackSize(numFrames);
packer.PackRaw(anim.m_Keys.data(), anim.m_Keys.size() * sizeof(decltype(anim.m_Keys)::value_type));
// now write it
packer.Write(pathname);
}